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Re: PR:ArmA2 - Highlights Reel #2 (Part 4)
Posted: 2010-08-23 12:44
by LEEROY_UK
Urbanxfx wrote:There is module in ARMA 2 OA that you can use mortars with target artillery map, heres a vid that i made, Will mortars be available ingame? Like they can be carried and deployed to certain positions and used on enemy locations, and will both OPFOR and BLUFOR have them?
YouTube - ARMA 2 Operation Arrowhead: Tour Of Duty Day 1.
Id love to see mortars in PR:ARMA , just the little personnel carried ones for both sides

Re: PR:ArmA2 - Highlights Reel #2 (Part 4)
Posted: 2010-08-23 13:51
by Vision_16
Will PR:ArmA2 allow the traditional ArmA2 third person playing?
Re: PR:ArmA2 - Highlights Reel #2 (Part 4)
Posted: 2010-08-23 15:36
by Claymore
Will PR:ArmA2 allow the traditional ArmA2 third person playing?
Yes! I think you will be able to see yourself with a UAV

As for other 3rd person experiences, I'm afraid there will be none.
Re: PR:ArmA2 - Highlights Reel #2 (Part 4)
Posted: 2010-08-23 15:50
by Twonkle
Ohais wrote:Will PR:ArmA2 allow the traditional ArmA2 third person playing?
Simple: No.
Re: PR:ArmA2 - Highlights Reel #2 (Part 4)
Posted: 2010-08-23 15:59
by UK_Force
Ohais wrote:Will PR:ArmA2 allow the traditional ArmA2 third person playing?
lol, why would you even ask that in the PR Forums.
Erm....no.
.
Re: PR:ArmA2 - Highlights Reel #2 (Part 4)
Posted: 2010-08-23 18:00
by Zulnex
Absolutely outstanding. Can't wait till release.
Re: PR:ArmA2 - Highlights Reel #2 (Part 4)
Posted: 2010-08-24 03:14
by rushn
chehotela wrote:and equipment will be on the map, will be aviation airplanes??
or will be Counter-Strick?
It's not going to be anything like counter strike
There will be airplanes but probably in the fiture just look at bf2 pr it's going to be the the same if not better with new engin
Hope that helped
Re: PR:ArmA2 - Highlights Reel #2 (Part 4)
Posted: 2010-08-24 10:56
by [F|H]NitroViper007
PR make alot of shit mistakes. Advertising on EA site (infected with alot of noobs now). And now, making PR for a shit game
User has been infracted for attitude problem. Bashing PR DEVs won't be tolerated
Re: PR:ArmA2 - Highlights Reel #2 (Part 4)
Posted: 2010-08-24 11:05
by Dredge
'[F|H wrote:NitroViper007;1423775']PR make alot of shit mistakes. Advertising on EA site (infected with alot of noobs now). And now, making PR for a shit game
Call me crazy, but I'm fairly certain this is not a very productive post.
Re: PR:ArmA2 - Highlights Reel #2 (Part 4)
Posted: 2010-08-24 11:22
by Makikou
[R-CON]Dredge wrote:Call me crazy, but I'm fairly certain this is not a very productive post.
This guy is one of those: One kind of people who are just trolls, 13old kids who doesnt have a good enough PC to run ArmA 2 + OA or guys who just want themselves banned.
Re: PR:ArmA2 - Highlights Reel #2 (Part 4)
Posted: 2010-08-24 11:26
by DXfan01
[R-DEV]UK_Force wrote:lol, why would you even ask that in the PR Forums.
Erm....no.
.
Unless you have some way to completely disable this.. I thought it was a serverside thing.. depending on the difficulty the server is put on.
Re: PR:ArmA2 - Highlights Reel #2 (Part 4)
Posted: 2010-08-24 11:29
by gazzthompson
'[F|H wrote:NitroViper007;1423775']PR make alot of shit mistakes. Advertising on EA site (infected with alot of noobs now). And now, making PR for a shit game
in the slight off chance you are not trolling, care to elaborate ?
Re: PR:ArmA2 - Highlights Reel #2 (Part 4)
Posted: 2010-08-24 11:36
by Dredge
DXfan01 wrote:Unless you have some way to completely disable this.. I thought it was a serverside thing.. depending on the difficulty the server is put on.
It can be done with scripts, difficulty settings, and server side settings.
Re: PR:ArmA2 - Highlights Reel #2 (Part 4)
Posted: 2010-08-24 11:38
by DXfan01
[R-CON]Dredge wrote:It can be done with scripts, difficulty settings, and server side settings.
lol ohh Dredge... you are just Mr. Answers aren't you?

Re: PR:ArmA2 - Highlights Reel #2 (Part 4)
Posted: 2010-08-24 13:13
by ACE_FIN1972
Seems like my long wait for new game is over. Funny how those commercial companies with huge recourses cannot make anything good any more these days. They just shovel that same shit over and over again, every time just a bit more polished format with lesser content. Games seems to be made only for those 12 years old kids who get frustrated after 5 minutes if they can master everything. I'm not a huge fan for total simulators but I do appreciate some complexity and challenge. Current PR is perfect combination of challenge and fun and this one looks like a masterpiece too. I hope we can start playing it soon. Good work guys, love what you do to the genre these days

Re: PR:ArmA2 - Highlights Reel #2 (Part 4)
Posted: 2010-08-24 14:00
by AfterDune
ACE_FIN1972 wrote:Funny how those commercial companies with huge recourses cannot make anything good any more these days. They just shovel that same shit over and over again, every time just a bit more polished format with lesser content. Games seems to be made only for those 12 years old kids who get frustrated after 5 minutes if they can master everything.
It's all about money. The current market is interested in such games, so will make the best profit for gaming companies. Thank goodness we have developers like BIS

.
Re: PR:ArmA2 - Highlights Reel #2 (Part 4)
Posted: 2010-08-24 15:52
by Psyko
Anchientman has his work cut out for him. assuming its he who will be editing all the huds, tags, icons, menus etc.
Arma's main problem is desync, it was a pretty irritating problem for acemod. when arma2 came out i read that they cleaned up the desync a little bit, but when i played it online, it was quite difficult to hit targets accuratly. one things for sure, this will need a strong server to run smoothly on. the stronger the CPU the better, specially if your planing 64 player matches. i dont even know if there is a CPU that will run it well.
The pics look impressive, look farward to trying it out. they only thing i would really suggest is to think about the vehicle control system, god i hate how those air assets fly in arma2, the tanks are great, but light vehicles, gunships and jets have very bad control systems.
still not sure whos all working on this stuff for animations and sounds etc hope DB does the builds, hes always been great with code and building up the package. but i think he told me that he hates arma code or somthing along those lines. cant remember. looks good guys.
Re: PR:ArmA2 - Highlights Reel #2 (Part 4)
Posted: 2010-08-24 17:23
by UK_Force
The Arma team are totally different from the BF2 Team:
Management
[R-DEV]UK_Force
Lead Developer
[R-DEV]Deanosbeano
Modelers
Department Lead
[R-CON]Mondkalb
Team
[R-CON]Lachtan
[R-CON]Radiator
[R-CON]rstratton
[R-CON]Ra1der
[R-CON]DMC
Animators
Department Lead
[R-CON]ff7redxiii
Team
[R-CON]MODUL
Sound Artists
Department Lead
[R-DEV]Twisted Helix
Team
[R-CON]loosebruce
Texture Artists
Department Lead
[R-CON]foxhound72
Team
[R-CON]Schancky
Coders / Scriptors
Department Lead
[R-DEV]Deadfast
Team
[R-CON]jaynus
[R-CON]SNKMAN
[R-CON]G-Man-853
[R-CON]Trexian
[R-CON]fromz
[R-CON]Palehorse1
Terrain Artists
Department Lead
[R-CON]ebanks
Team
[R-CON]DarkXess
[R-CON]Burton
Graphics & Video
Department Lead
[R-DEV]trini_scourge
Team
[R-CON]Dredge
Gameplay
Department Lead
[R-DEV]Dr_Eyeball
Team
[R-DEV]wormeaten
.
Re: PR:ArmA2 - Highlights Reel #2 (Part 4)
Posted: 2010-08-24 20:28
by DXfan01
I thought StalkerGB was with you guys.
Re: PR:ArmA2 - Highlights Reel #2 (Part 4)
Posted: 2010-08-24 23:48
by Konfusion2113
I love you